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| 03:54:36 | raptor | good evening |
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| 04:07:26 | raptor | we lost one |
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| 04:20:38 | raptor | now this is a neat loop: http://sam686.maxhushahn.com/upload/KR-Serenity.ogg |
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| 06:52:52 | | BFLogBot - Commit f30db629a1d9 | Author: watusim...@bitfighter.org | Log: Rearrange some things -- rename classes, move methods around, etc. |
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| 18:05:04 | raptor | good day |
| 18:30:26 | IAmBeard | hi |
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| 18:57:42 | raptor | hello |
| 19:06:35 | Watusimoto | hi |
| 19:06:43 | raptor | hola |
| 19:06:50 | Watusimoto | good news! I've decided we need to get rid of EditorObject |
| 19:06:56 | raptor | haha, i saw |
| 19:07:02 | raptor | err.. |
| 19:07:06 | Watusimoto | everything needs to be a GameObject |
| 19:07:07 | raptor | i mean, i guess not yet |
| 19:07:14 | raptor | i saw that you renamed some sub-classes |
| 19:07:20 | raptor | and was curious why |
| 19:07:31 | Watusimoto | I'm working through the ediroObject methods, trying to get rid of any we can |
| 19:07:48 | Watusimoto | it will make the Lua scripting much cleaner, I hope |
| 19:07:55 | Watusimoto | to have a less mudied hierarchy |
| 19:08:10 | raptor | was this not how it was before 016? |
| 19:08:18 | Watusimoto | well, in a sense |
| 19:08:22 | raptor | and the you came up with BfObject |
| 19:08:27 | raptor | and it became its own grandpa |
| 19:08:32 | Watusimoto | but objects couldn't be used in the editor |
| 19:08:52 | Watusimoto | so it was a construct to try to make GameObjects feel at home in the editor |
| 19:09:20 | Watusimoto | before we just had WorldItems in the editor, that shared no code with the objects they represented |
| 19:09:27 | raptor | ah yes, that's right |
| 19:09:29 | Watusimoto | 016 unified these two worlds |
| 19:09:37 | Watusimoto | perhaps imperfectly |
| 19:09:53 | Watusimoto | I was also thinking we should take the editor fixes you made and do a 017c release |
| 19:09:55 | raptor | probably an important iteration |
| 19:10:03 | raptor | ah |
| 19:10:04 | raptor | so |
| 19:10:11 | raptor | first, one editor bug left... |
| 19:10:27 | raptor | and i'm not sure how to fix it (or at least haven't had/devoted the time) |
| 19:10:33 | Watusimoto | ok, well we can fix that, roll back the code, apply the patches, and release |
| 19:10:40 | Watusimoto | do you recall the issue? |
| 19:10:48 | raptor | #2: http://bitfighter.org/wiki/index.php/Running_Bug_List |
| 19:11:14 | Watusimoto | that will be a tiny fix |
| 19:11:17 | Watusimoto | probably one line of code |
| 19:11:25 | Watusimoto | and the one you fixed was about as complex, no? |
| 19:11:34 | raptor | uhh |
| 19:11:43 | raptor | sort of: http://code.google.com/p/bitfighter/source/detail?r=aeb64c9391056a23844079248ed781bd4e754a9c |
| 19:11:48 | raptor | took a whiel to figure out |
| 19:11:57 | raptor | it was because of an editor optimization |
| 19:12:11 | raptor | and i didn't knwo how to refactor to make it work right, so i took the easy way out :) |
| 19:12:20 | Watusimoto | ok, but trivial to backport |
| 19:12:26 | raptor | yes |
| 19:12:32 | Watusimoto | and I'm sure the other editor issue will be as easy |
| 19:12:39 | Watusimoto | let me take a look |
| 19:12:45 | raptor | would you want to backport it before the Lua changes? |
| 19:13:34 | raptor | i can start a branch somewhere, pull in the fixes, tag, the re-merge |
| 19:13:38 | raptor | *then re-merge |
| 19:13:55 | Watusimoto | yes; probably to just after the 017b release |
| 19:14:19 | raptor | we didn't do a 017b - i just sneakily repackaged all the linux ones i build :) |
| 19:14:29 | Watusimoto | and re-released as 017a? |
| 19:14:36 | raptor | yes... |
| 19:14:38 | Watusimoto | ok |
| 19:14:42 | raptor | because hardly anyone ran into the bug |
| 19:14:51 | raptor | if anyone other than me |
| 19:15:11 | | BFLogBot - Commit 1696fcb23469 | Author: watusim...@bitfighter.org | Log: More EditorObject cleanup |
| 19:17:28 | raptor | oh yeah - i need to test if i can compile with recent changes.. |
| 19:21:18 | raptor | looks like, yes! |
| 19:27:28 | Watusimoto | found the problem |
| 19:29:22 | raptor | one-liner? |
| 19:29:35 | Watusimoto | not sure yet, probably |
| 19:39:19 | Watusimoto | there seems to be some internal disagreement about where a flag's position is stored |
| 19:39:31 | Watusimoto | is it in the geometry proxy, like other point objects? |
| 19:39:33 | Watusimoto | or |
| 19:39:34 | raptor | or any point item, i think |
| 19:39:41 | Watusimoto | is it in the moveState, like other move objects? |
| 19:39:49 | raptor | testitems go to 0,0 also |
| 19:39:56 | Watusimoto | load thinks it's one place, and save thinks it's another |
| 19:40:05 | raptor | i think sam686 fixed this bug like like 3 times already... |
| 19:40:09 | Watusimoto | yes |
| 19:40:12 | Watusimoto | well it's the same one |
| 19:42:03 | raptor | here, i scraped the relevant logs: http://pastie.org/3885876 |
| 19:42:19 | Watusimoto | so my answer is to set it in both places!! |
| 19:47:38 | Watusimoto | fixed |
| 19:47:49 | Watusimoto | we were setting it in both places, but the wrong-way-round |
| 19:47:59 | Watusimoto | hopefully, this will not break anything... |
| 19:48:43 | Watusimoto | oops, it broke something |
| 19:48:47 | Watusimoto | well, pretty much everything |
| 19:48:49 | raptor | ... |
| 19:49:10 | Watusimoto | but it was only one line! |
| 19:49:37 | raptor | haha |
| 19:52:36 | Watusimoto | try a different one line |
| 19:57:12 | raptor | sigh: i just rolled a buggy application to the production environment... of course it wasn't buggy in the test OR stage environments.. |
| 19:59:48 | Watusimoto | no, of course not |
| 20:00:05 | raptor | the solution: test everything in production! |
| 20:00:13 | Watusimoto | submitted a fix (for my problem, not yours). It's one line... |
| 20:00:22 | Watusimoto | but it points to a mess that needs cleaning |
| 20:00:24 | | BFLogBot - Commit f81a6327f4d2 | Author: watusim...@bitfighter.org | Log: Dead code |
| 20:00:25 | Watusimoto | but fixed for now |
| 20:00:25 | | BFLogBot - Commit e7608188b73b | Author: watusim...@bitfighter.org | Log: Hacky fix to crashy problem |
| 20:00:38 | Watusimoto | oops, not crashy |
| 20:01:07 | Watusimoto | now we need to rebuild the repository to fix that comment... |
| 20:01:11 | raptor | wait wait, is it that last one? |
| 20:01:18 | Watusimoto | yes |
| 20:01:54 | raptor | if you ever want to rebuild the repo, i have loads of fixes i've wanted to do... like not commit my google code credentials, and fix author names (you've got three) |
| 20:02:23 | raptor | but then every one's clone is broke... but it's not like they're using them |
| 20:02:43 | Watusimoto | your gc credentials are in there? |
| 20:02:51 | Watusimoto | I assume you changed them... |
| 20:03:04 | raptor | yeah - i think both sam686 and I committed them at least once somehow along the way |
| 20:03:10 | raptor | yes, they are changed |
| 20:03:22 | Watusimoto | but the important part is trivial to change, no? |
| 20:03:27 | Watusimoto | that autogenerated pw? |
| 20:03:50 | Watusimoto | probably 50% of the projects have commtted credentials! |
| 20:04:11 | raptor | yep, one-button-click |
| 20:15:38 | raptor | dare I compile again? |
| 20:15:46 | raptor | ok, so |
| 20:15:54 | raptor | do you want me to branch somewheres |
| 20:15:55 | raptor | ? |
| 20:16:08 | raptor | before or after the Lua clean-up? |
| 20:16:20 | raptor | or even super-before, like right after 017a? |
| 20:18:34 | raptor | after Robot memory/CPU optimizations, but before LuaW ? |
| 20:30:20 | IAmBeard | is the list in gameObject just for the gridDB stuff, or is that used for network information, too? |
| 20:30:58 | raptor | gridDB is just the 'container' for fast object searching |
| 20:31:06 | raptor | gameObject is everything |
| 20:31:16 | raptor | walls, flags, whatever |
| 20:31:17 | Watusimoto | raptor: we haven't done many bug fixes since your stealth release |
| 20:31:30 | raptor | Watusimoto: stealth? |
| 20:31:33 | Watusimoto | I'd go back to then, and add the two patches |
| 20:31:38 | Watusimoto | your linux only release |
| 20:31:41 | raptor | ah |
| 20:31:51 | raptor | so, just branch right after 017a, then? |
| 20:31:51 | Watusimoto | most of what I have done since then is lua related |
| 20:31:56 | Watusimoto | yes, I think so |
| 20:32:04 | raptor | ok, we can wait on the new stuff... |
| 20:32:06 | Watusimoto | is there anything other than those two patches we need to add? |
| 20:32:21 | | raptor looks at the tree |
| 20:33:03 | raptor | not unless we want to do SDL2 stuff... |
| 20:33:12 | raptor | but it was sort of mixed in with the lua changes |
| 20:33:32 | Watusimoto | does sdl2 help anyone? |
| 20:33:34 | raptor | i think sam686 fixed a few segfaults |
| 20:33:46 | Watusimoto | besdies us, I mean |
| 20:33:50 | raptor | mac users will have a better experience with sdl2 |
| 20:33:51 | IAmBeard | and what's a spybug? i see a few references to it in gameobject, but i don't know what it does in the game |
| 20:34:10 | IAmBeard | SDL2 gives you multiple window support, plus better performance on modern hardware |
| 20:34:20 | IAmBeard | so it's not a bad thing, even from a user perspective |
| 20:34:21 | Watusimoto | spybug is a something that lets you get visiblility in a remote corner of the map |
| 20:34:38 | IAmBeard | is spybug still being used? i haven't seen it anywhere |
| 20:34:45 | Watusimoto | occasionally |
| 20:35:02 | Watusimoto | we're trying an experimental way of using them, and no one has been able to figure it out |
| 20:35:15 | Watusimoto | they were never overly popular, but they can be quite useful in some games |
| 20:35:26 | raptor | Watusimoto: i think i might just branch at 017a, then include the fixes from the running bug list + a few of sam's segfault fixes |
| 20:35:31 | Watusimoto | raptor: I would skip the sdl2 unless it is easy to include |
| 20:35:39 | raptor | it's not easy to include |
| 20:35:39 | Watusimoto | raptor: yes, that sounds perfect |
| 20:35:43 | raptor | ok |
| 20:35:44 | Watusimoto | then skip it |
| 20:35:55 | Watusimoto | I just feel bad that the editor has those two problems in it |
| 20:36:01 | Watusimoto | and we're not on the eve of a new release |
| 20:36:02 | raptor | yeah, me too |
| 20:36:13 | Watusimoto | especially since they were such simple fixes |
| 20:36:24 | Watusimoto | we can keep the new 017b branch around for any other easy fixes we find |
| 20:36:32 | raptor | and you are confident about your last fix for the 0,0 problem? |
| 20:36:54 | Watusimoto | I'm confident that the problem has been resolved. Less confident there aren;t new ones :-) |
| 20:37:06 | raptor | ha! |
| 20:37:11 | Watusimoto | well, I think it's probably good |
| 20:37:27 | Watusimoto | I tried a few things, adding objects, saving, loading, testing, and everything seemed to be fine |
| 20:37:39 | raptor | ok |
| 20:37:55 | Watusimoto | It's not a radical change |
| 20:38:01 | Watusimoto | yes, I feel good |
| 20:38:07 | Watusimoto | we can always fix it in 017c! |
| 20:38:10 | raptor | haha |
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| 20:42:01 | IAmBeard | sorry, just reading back, so the gameObject set of U8 constants at the top - are those used by the gridDB? |
| 20:42:22 | raptor | yes, heavily, the gridDB keeps track of all gameObjects in a map |
| 20:42:47 | IAmBeard | okay - with the chipmunk physics stuff, we can pretty much scrap gridDB in favor of physics states |
| 20:43:05 | Watusimoto | gridDB is kind of important |
| 20:43:30 | Watusimoto | it is a spatial database that lets you --quickly-- find any objects at a given location |
| 20:43:30 | raptor | gridDB is super important - it really speeds up object searches by using a custom spacial hash |
| 20:43:46 | raptor | ^^ what he said |
| 20:44:01 | IAmBeard | but why would we need to find anything at a particular location? |
| 20:44:10 | Watusimoto | bullet moving.. what does it hit? |
| 20:44:13 | raptor | so bots don't run into walls :) |
| 20:44:22 | Watusimoto | ship flying... does it collide with asteroid? |
| 20:44:23 | Watusimoto | etc. |
| 20:44:24 | IAmBeard | but the physics engine takes care of bullet and walls |
| 20:44:33 | IAmBeard | which uses a spacial hash |
| 20:44:47 | IAmBeard | *the physics engine, aka chipmunk |
| 20:45:07 | Watusimoto | how does it do collision detection? |
| 20:45:28 | Watusimoto | i.e. when you advance the position of an object, how do you determine if you've now overlapped another object? |
| 20:45:28 | IAmBeard | are you asking if it uses euler, or something else |
| 20:45:40 | Watusimoto | it could do an exhaustive search of all objects, but that can get very slow |
| 20:45:42 | raptor | how does it know other objects are nearby? |
| 20:45:50 | IAmBeard | chipmunk deals with that internally with timesteps, we can toss in some callbacks to deal with special collisiions |
| 20:46:33 | Watusimoto | maybe I misunderstand... it seems that if you are moving an object, you need to figure out which other objects lie in its path, right? |
| 20:46:41 | Watusimoto | so that you can caluclate an interaction |
| 20:46:53 | IAmBeard | yeah, again, chipmunk deals with that, so we could effectively remove gridDB |
| 20:47:02 | Watusimoto | what is chipmunk? |
| 20:47:16 | Watusimoto | you've mentioned it before, and I imagined it to be something that I think it is not |
| 20:47:17 | Watusimoto | :-) |
| 20:47:19 | IAmBeard | oh, i must have been talking to raptor about that - it's an opensource 2d c physics library |
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| 20:47:25 | Watusimoto | ah, ok |
| 20:47:47 | Watusimoto | I thought you were talking about speeding up the physics to test some things, hence alvin and the chipmunks |
| 20:47:56 | IAmBeard | lol |
| 20:48:02 | raptor | oh yay, sam686 is here, just the one i need to talk to |
| 20:48:12 | IAmBeard | in that case, that makes dealing with gameObject a lot easier :) |
| 20:48:29 | Watusimoto | sam686: does these exagerated tests all the time, working with crazy fast or crazy slow framerates, and found a number of corner cases of things giong wrong |
| 20:48:54 | raptor | sam686: we are going to release 017b; i started a branch after 017a and am transplanting bugfixes. Could you point me to any of the segfault revisions you think would be good to include? |
| 20:49:06 | Watusimoto | easy stuff |
| 20:49:42 | Watusimoto | http://chipmunk-physics.net/ |
| 20:50:37 | Watusimoto | ok, well lets see what happens |
| 20:52:41 | Watusimoto | if we use that physics engine, and can harness it in the editor somehow, we might not need griddb |
| 20:53:34 | IAmBeard | yeah, that's the site |
| 20:53:34 | IAmBeard | yeah, i'm in the midst of recoding a lot of stuff in bitifighter |
| 20:53:34 | IAmBeard | *bitfighter |
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| 20:53:34 | Watusimoto | they claim to use a spatial hash |
| 20:53:34 | Watusimoto | which is similar to what griddb does |
| 20:53:34 | raptor | our is 16 by 16 buckets right? |
| 20:53:34 | Watusimoto | yes |
| 20:55:14 | Watusimoto | well, I'll reserve judgement until I see how it works |
| 20:56:11 | raptor | actually, Watusimoto, that library looks really good - especially if we ever want to do anything other than our simple newton's cradle algo... and it's small - roughly 100KB compiled |
| 20:56:44 | raptor | you should compile and load their demo |
| 20:57:34 | Watusimoto | our case should be ok; even with 20=30 players, there aren't that many objects moving around |
| 20:57:34 | Watusimoto | and most of the interactions are pretty simple |
| 20:58:34 | raptor | i agree |
| 20:58:34 | Watusimoto | and we do have a few quirky issues that maybe this would resolve |
| 20:58:34 | Watusimoto | so I'll hold of on judging it until I see how it works |
| 21:01:04 | Watusimoto | I mean, how it works in the context of BF -- I'm sure it's a solid bit of code |
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| 21:06:34 | Watusimoto | but I don't want BF to take on the feel of just another physics engine game |
| 21:06:34 | raptor | Watusimoto: can i give you a list of sam's fixes that i think would be good to include? |
| 21:06:34 | Watusimoto | of course |
| 21:06:34 | Watusimoto | the easy ones and the critical ones :-) |
| 21:11:29 | raptor | da39a922680c |
| 21:11:35 | raptor | c5944acf89a9 |
| 21:11:35 | raptor | eae1e219334d |
| 21:11:35 | raptor | a6b2c7b3080a |
| 21:11:35 | raptor | ^^ those four seem the most critical-ish |
| 21:12:10 | raptor | i think you and i have mostly just been adding fixes after we add features :) |
| 21:27:28 | Watusimoto | why oh why can't you enter a revision into the google search box????? |
| 21:27:28 | Watusimoto | how do I get a revision easily? |
| 21:27:28 | raptor | http://code.google.com/p/bitfighter/source/detail?r= |
| 21:27:28 | raptor | prefix witht that ^^ |
| 21:27:35 | raptor | http://code.google.com/p/bitfighter/source/detail?r=da39a922680c |
| 21:27:35 | raptor | http://code.google.com/p/bitfighter/source/detail?r=c5944acf89a9 |
| 21:27:35 | raptor | http://code.google.com/p/bitfighter/source/detail?r=eae1e219334d |
| 21:28:00 | raptor | http://code.google.com/p/bitfighter/source/detail?r=a6b2c7b3080a |
| 21:28:00 | Watusimoto | ha! thanks! |
| 21:28:00 | raptor | sorry, i should have done that to start... |
| 21:28:00 | Watusimoto | no, google should fix their site. I mean c'mon... it's google with a sub-optimal search! |
| 21:28:00 | raptor | i agree |
| 21:28:00 | Watusimoto | so this one... Fix gameConnection problem, add Drop max flagItems limit to limit some CPU usage |
| 21:28:00 | Watusimoto | is that the thing that has some flags count as more than 1? |
| 21:28:00 | Watusimoto | to limit the number of flags floating around? |
| 21:28:00 | raptor | yeah - i'm not sure about that one... |
| 21:28:00 | Watusimoto | (it's the 2nd link) |
| 21:28:00 | raptor | actually |
| 21:28:00 | raptor | we can't use it - it depends on others now that i look at it... |
| 21:28:00 | raptor | i'll scratch it off |
| 21:28:00 | Watusimoto | 3rd, probably include |
| 21:28:00 | Watusimoto | though not critical |
| 21:28:37 | Watusimoto | but it's a crash and it's modest |
| 21:28:37 | Watusimoto | no idea what the first one does |
| 21:28:37 | Watusimoto | 4th, probably yes, though there's a lot of changes there. |
| 21:28:37 | Watusimoto | so 1 ??? 2 no 3 yes 4 yes |
| 21:28:37 | raptor | 1 has to do with 4 |
| 21:28:37 | Watusimoto | looking again, thinking 1 yes |
| 21:28:37 | Watusimoto | I know it can be done, but can you apply these semi-automatically? i.e. without hand editing the files? |
| 21:28:37 | raptor | oh yes - i've been doing it already :) |
| 21:28:37 | raptor | 'hg transplant' |
| 21:28:37 | Watusimoto | good |
| 21:28:37 | Watusimoto | so go with those 3, your editor fix, and my fix tonight |
| 21:28:37 | Watusimoto | any other candidates? |
| 21:28:37 | raptor | not really - only really, really minor ones |
| 21:28:37 | raptor | like a UICredits fix |
| 21:28:37 | raptor | i think a name was spelled wrong or something |
| 21:28:37 | Watusimoto | ok |
| 21:28:37 | Watusimoto | was it my name? |
| 21:28:37 | raptor | nope |
| 21:28:37 | Watusimoto | :-) |
| 21:28:37 | raptor | ok, just critical fixes, no features; sound good? |
| 21:28:37 | Watusimoto | perfect |
| 21:28:37 | IAmBeard | alright, i'm off for a while, i may be on later though, that's dog and wife dependant :P |
| 21:28:37 | Watusimoto | later |
| 21:30:03 | raptor | ok, that was an ugly transplant set... |
| 21:30:11 | raptor | line-ending problems everywhere |
| 21:30:15 | raptor | let's see if it compiles |
| 21:31:12 | raptor | wow, it sure doesn't... |
| 21:31:47 | raptor | i'm thinking we just stick to the annoying bugs... |
| 21:33:28 | | IAmBeard Quit (Quit: Leaving) |
| 21:39:41 | raptor | i could only get one of sam's fixes in without significant work |
| 21:41:12 | sam686 | it seems to get annoying that the same warning appears 420 times... http://sam686.maxhushahn.com/upload/text1205/120509_16-05-23.txt |
| 21:44:24 | Watusimoto | indeed! |
| 21:44:43 | Watusimoto | raptor: none of sam's fixes seemed immediately critical. which one is causing the grief? |
| 21:46:44 | raptor | i lied, they all failed |
| 21:47:06 | raptor | reason was because of a ClientInfo.cpp/h refactor before hand |
| 21:49:03 | raptor | i tried pulling in 4 of your revisions that constituted the refactor, but it still didn't work out well.. |
| 21:50:05 | raptor | i can try harder when i get home today... |
| 22:10:46 | Watusimoto | ouch |
| 22:10:59 | Watusimoto | even if you just do the two editor fixes, it may be good enough |
| 22:11:24 | Watusimoto | I don't know how sam's unfixes manifest themselves in 017 |
| 22:11:27 | Watusimoto | if that makes sense |
| 22:14:26 | sam686 | or maybe, i just made the latest code compatible to existing 017, by not renaming BurstProjectile back, but instead made changes listed here: http://code.google.com/p/bitfighter/source/detail?r=05c9d443d06c |
| 22:15:06 | raptor | i'm trying the crazy transplant again... |
| 22:16:07 | | BFLogBot - Commit 05c9d443d06c | Author: sam8641 | Log: Made a small change to make compatible with existing 017 |
| 22:16:41 | raptor | sam686: we aren't going to release the current hg tree as 017b |
| 22:16:52 | raptor | i'm doing a branch and only bringing in the relevant fixes.. |
| 22:18:01 | sam686 | if you change CS protocol, then you can take that fix off (that fix is made to not work after changes to CS protocol)' |
| 22:30:38 | raptor | ok, i got in sam's fixes... |
| 22:35:42 | | koda Quit (Quit: koda) |
| 22:37:24 | raptor | ti compiles! |
| 22:37:32 | raptor | now to test the fixes... |
| 22:55:30 | raptor | ok Watusimoto, ready for me to commit the branch? |
| 22:55:46 | Watusimoto | sure! |
| 22:57:14 | raptor | pushed! |
| 22:57:55 | raptor | Watusimoto/sam686: I created a branch called 'fixes-017'. PLEASE don't commit to it - stay on the branch 'default'... |
| 22:58:18 | Watusimoto | ok :-) |
| 22:58:47 | raptor | but if you want to update to it, do a full recompile and test, i won't mind :) as long as you switch back... |
| 22:59:05 | raptor | i've tested all the bugs so far and they seem fixed |
| 23:01:20 | | BFLogBot - Commit 59710e2f199d | Author: buckyballreaction | Log: Update Mac version |
| 23:01:21 | | BFLogBot - Commit d1fe6f205432 | Author: buckyballreaction | Log: build version bump once more... |
| 23:01:23 | | BFLogBot - Commit 8e2c7296f682 | Author: buckyballreaction | Log: Start fixes-017 branch |
| 23:01:24 | | BFLogBot - Commit 2e0f52eb7ab4 | Author: watusim...@bitfighter.org | Log: Break out ClientInfo into its own file (transplanted from b497ca3252e0b1448acdac050cc6003ee1784857) |
| 23:01:26 | | BFLogBot - Commit 2ea8a5342149 | Author: watusim...@bitfighter.org | Log: Break out ServerGame into its own file (transplanted from 320a37daf17a7367129212c66e080ebd96642817) |
| 23:01:27 | | BFLogBot - Commit bb0bec7728b8 | Author: watusim...@bitfighter.org | Log: Compile fixes related to previous checkins... not sure how it compiled the first time... (transplanted from 5f537f10d9e389e89689d6d383f68986328b36e9) |
| 23:01:29 | | BFLogBot - Commit 2f39252d463c | Author: watusim...@bitfighter.org | Log: Reduce dependencies (transplanted from 2cf62f642e2610e4f7aeb3846ddffe46a5418f00) |
| 23:01:30 | | BFLogBot - Commit c8df522cd86d | Author: watusim...@bitfighter.org | Log: Attempt to update makefile to include objects created yesterday (transplanted from 20d38e88e887041ce2897cbc3e37490d9cb76d24) |
| 23:01:32 | | BFLogBot - Commit 99639aff203e | Author: watusim...@bitfighter.org | Log: Break out EventManager into its own file (transplanted from 7be2ba79f5528ea45274c3d21924ee117f3c325d) |
| 23:01:33 | | BFLogBot - Commit 3143840bf1b4 | Author: watusim...@bitfighter.org | Log: Consolidate two arrays into one struct (transplanted from f8fa8e984f8aaed8c62c71b80adc43bf3c941187) |
| 23:01:35 | | BFLogBot - Commit d05a5eff5c62 | Author: watusim...@bitfighter.org | Log: Fix double instantiation (transplanted from c598d79bfb6f18f5b784d19997e78e6f246b5d91) |
| 23:01:36 | | BFLogBot - Commit 882079eec195 | Author: sam8641 | Log: Fix ClientInfo pointer to Game problem, having "mGame" in ClientInfo (transplanted from da39a922680cc52768e3ad1c2ebe9adb842af341) |
| 23:01:38 | | BFLogBot - Commit 0415f80a0a3d | Author: buckyballreaction | Log: Fix F5 not exiting global chat (transplanted from f1f063679e12647e974f109812742b8e8f77f9c8) |
| 23:01:39 | | BFLogBot - Commit 6190604f2e8d | Author: buckyballreaction | Log: Fix segfault on exit if bitfighter -dedicated was specified (transplanted from 2c2748b6549dff6f79ed6879536e0cf1e7cffb7c) |
| 23:01:41 | | BFLogBot - Commit de1cf3277332 | Author: sam8641 | Log: Fix some level load crash if missing or duplicate GameType (transplanted from eae1e219334ddb94d1bdacf6093a4290f52368ad) |
| 23:01:42 | | BFLogBot - Commit b0f6d011538d | Author: sam8641 | Log: Fix not clearing names on disconnect that caused showing up player names in score board on next connect; Fixes nearly all possible memory leaks of ClientInfo (by using RefPtr) (transplanted from a6b2c7b3080abab445cb686a128f3e65637ed0d7) |
| 23:01:44 | | BFLogBot - Commit e0359fda326e | Author: buckyballreaction | Log: Fix sound crash in 32-bit Linux. I can't believe how long this took to fix (transplanted from 21ee5c002c175e95f65d04721f4b572118764b45) |
| 23:01:45 | | BFLogBot - Commit 2e990fac5397 | Author: buckyballreaction | Log: Fix crash with pasting forcefields in editor (transplanted from aeb64c9391056a23844079248ed781bd4e754a9c) |
| 23:01:47 | | BFLogBot - Commit 16626f70b02c | Author: buckyballreaction | Log: Hacky fix for editor saving objects to (0,0) problem (transplanted from e7608188b73b56aa154475445a410ad0d7f333f8) |
| 23:01:48 | | BFLogBot - Commit a6d968a51739 | Author: buckyballreaction | Log: Post transplant fix |
| 23:02:22 | raptor | does this mean we are mature enough with a DVCS that we can start managing branches?? |
| 23:02:54 | | -barjavel.freenode.net- *** Looking up your hostname... |
| 23:02:54 | | -barjavel.freenode.net- *** Checking Ident |
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| 23:02:54 | | -barjavel.freenode.net- *** Couldn't look up your hostname |
| 23:02:59 | | BFLogBot has joined |
| 23:02:59 | | Topic is 'Bitfighter 017a released!: http://bitfighter.org/downloads' |
| 23:02:59 | | Set by raptor!raptor@unaffiliated/greenmachine on Wed Apr 11 14:50:15 GMT 2012 |
| 23:02:59 | | -barjavel.freenode.net- [freenode-info] please register your nickname...don't forget to auto-identify! http://freenode.net/faq.shtml#nicksetup |
| 23:02:59 | | -ChanServ- [#bitfighter] Welcome to #bitfighter. This is an IRC channel, many or all of the users may not be paying attention. Please have patience when waiting for a response. |
| 23:13:02 | raptor | so maybe sam686 and I can test tonight, then release tomorrow? |
| 23:13:32 | raptor | I bet dedicated server needs fixing (always does) |
| 23:23:15 | | BFLogBot - Commit 4eea12db96ce | Author: watusim...@bitfighter.org | Log: Lua class registration system basically complete. |
| 23:23:17 | | BFLogBot - Commit 1f1c4284c634 | Author: watusim...@bitfighter.org | Log: Merge |
| 23:23:18 | | BFLogBot - Commit 35d99852bb14 | Author: watusim...@bitfighter.org | Log: whitespace |
| 23:23:20 | | BFLogBot - Commit d40cf5132f5a | Author: watusim...@bitfighter.org | Log: whitespace |
| 23:23:21 | | BFLogBot - Commit 520b1e4a67d2 | Author: watusim...@bitfighter.org | Log: whitespace |
| 23:23:23 | | BFLogBot - Commit 716dea4837e6 | Author: watusim...@bitfighter.org | Log: Comments |
| 23:23:24 | | BFLogBot - Commit 3050134846d8 | Author: watusim...@bitfighter.org | Log: Unused variable |
| 23:23:26 | | BFLogBot - Commit d8bc43167d2b | Author: watusim...@bitfighter.org | Log: Dead code |
| 23:23:27 | | BFLogBot - Commit 7088ae0a6c33 | Author: watusim...@bitfighter.org | Log: Remove questionable line lingering around from Zap days |
| 23:23:29 | | BFLogBot - Commit 8f506905a944 | Author: watusim...@bitfighter.org | Log: Add destructors |
| 23:23:31 | | BFLogBot - Commit 661ef2438c04 | Author: watusim...@bitfighter.org | Log: Rename GrenadeProjectile --> BurstProjectile |
| 23:23:32 | | BFLogBot - Commit 06774ae31926 | Author: buckyballreaction | Log: Minor clean-up |
| 23:23:34 | | BFLogBot - Commit aeb64c939105 | Author: buckyballreaction | Log: Fix crash with pasting forcefields in editor |
| 23:23:35 | | BFLogBot - Commit f30db629a1d9 | Author: watusim...@bitfighter.org | Log: Rearrange some things -- rename classes, move methods around, etc. |
| 23:23:37 | | BFLogBot - Commit 2cc68d03faa8 | Author: watusim...@bitfighter.org | Log: Merge |
| 23:23:38 | | BFLogBot - Commit 1696fcb23469 | Author: watusim...@bitfighter.org | Log: More EditorObject cleanup |
| 23:23:40 | | BFLogBot - Commit f81a6327f4d2 | Author: watusim...@bitfighter.org | Log: Dead code |
| 23:23:41 | | BFLogBot - Commit e7608188b73b | Author: watusim...@bitfighter.org | Log: Hacky fix to crashy problem |
| 23:23:43 | | BFLogBot - Commit 05c9d443d06c | Author: sam8641 | Log: Made a small change to make compatible with existing 017 |
| 23:23:44 | | BFLogBot - Commit 4373470663f0 | Author: sam8641 | Log: fix ZAP_DEDICATED |
| 23:23:48 | sam686 | logbot flooding? |
| 23:23:51 | sam686 | or not |
| 23:29:24 | raptor | ha |
| 23:30:02 | raptor | yeah.. it's the branching problem... |
| 23:56:14 | Watusimoto | iambeard is going to have problems removing the griddatabase from the editor! Let's see how chimpmunk physics works there! |
| 23:56:35 | raptor | oh man, that'll be rough |
| 23:57:30 | raptor | ok, 3 min. until network shutdown for me |
| 23:57:46 | Watusimoto | later |
| 23:57:50 | raptor | Watusimoto: do you want me to do a release tonight or tomorrow? it'll be small... |
| 23:57:55 | Watusimoto | I sleep after next checkin |
| 23:57:58 | Watusimoto | whenever you like |
| 23:58:04 | raptor | ok |
| 23:58:20 | Watusimoto | so... yes! |
| 23:58:38 | raptor | i'll do some more testing tonight and get it ready... |
| 23:59:13 | Watusimoto | ok, great. thanks for doing that! |
| 23:59:27 | Watusimoto | I felt bad but really didn;t want to do it |
| 23:59:42 | raptor | ha! ok |